/Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h
Iterate over each physics body in the physics for this mesh, and for each 'kinematic' (ie fixed or default if owner isn't simulating) one, update its transform based on the animated transform.
void UpdateKinematicBonesToAnim ( const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InComponentSpaceTransforms, ETeleportType Teleport, bool bNeedsSkinning, EAllowKinematicDeferral DeferralAllowed )